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Sci-Fi FPS

Discussion in 'Works In Progress - Archive' started by squared55, Jan 6, 2013.

  1. squared55

    squared55

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    In case anyone's been wondering what I've been spending most of my time on, I've been blocking out the campaign levels:
     
    Last edited: Feb 28, 2017
  2. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    <sarcasm> CAMPAIGN? When did this become something other than a mindless shoot'em up? </sarcasm>

    But seriously, what did I miss?

    In any case, I am glad that this will at least have (hopefully) a story to it!

    To me, the image effects, particularly the motion blur, are rather over-the-top. I would suggest having an option to toggle off the image effects, probably separately.

    I love the rocket rounds on the Dragon Assault Rifle, so kudos to you!
     
  3. squared55

    squared55

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    A campaign has always been the original goal; the problem is I could never make satisfactory levels. So, I made a spawning script so I could release demos that had some semblance to an actual game (If you go digging in this thread, you'll find some old (short) linear level demos lying around). But, I've found a workflow I like, so now it's just a case of pumping out art assets and snapping them together. (We already have a script written up and some of the dialogue recorded).

    As for the image effects, I definitely plan on adding the option, but I've been focusing on other aspects of the game for the last little while.
     
  4. taichiu727magnus

    taichiu727magnus

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    how to add glowing effect to the guns?
     
  5. squared55

    squared55

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    Use an emmisive material for the glowing areas.
     
  6. squared55

    squared55

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    Worked on optimizing the new AI, managed to massively improve pathfinding times!
     
    Last edited: Oct 25, 2013
  7. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Sounds great!
     
  8. squared55

    squared55

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    So... You think 10000 fps is enough? :)

    $10000FPS.png
     
  9. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    I dunno... Could you push it to 100000 FPS?

    But in all seriousness, I am loving this game... Can't wait to play it when it gets done!
     
  10. squared55

    squared55

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    I made a fun little video to commemorate my 200th Youtube subscriber :)

    <Video not currently available>
     
    Last edited: Feb 23, 2017
  11. squared55

    squared55

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    Been working on texturing modelling the final state of the first level. Not even close to being done, lol.


    Also, here's a few gameplay pictures I took after rigging Unity to take screenshots whenever I dodged:
     
    Last edited: Feb 28, 2017
  12. squared55

    squared55

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    Decided to work on turning the navigation grid into a navmesh of sorts, by simply dividing the graph into square "cells." Hopefully, this will further accelerate the pathfinding speed.

     
  13. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Logically, it should come with an increase in performance, given as it is now calculating a few variable size rectangles, instead of hundreds to thousands of small cells.

    Aesthetically, it also looks better. I wonder, if you would also be able to use the navmesh data in a custom OC system, possibly killing 2 birds in one shot?
     
  14. squared55

    squared55

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    Yeah, the idea is to calculate the main path via this system, and then use the tiny cells to plot around dynamic obstacles. Although, I fail to see a need for custom OC, as Unity Pro has it built in, and I don't think anyone will be building custom maps bug enough to require it. (That changes if I make this an asset store asset, though.)

    I also managed to chop off over 10% of the navmesh generation time just by switching one variable from Javascript arrays to Lists (~0.74(s) to ~0.61(s) on my 2.4 ghz i7).

    EDIT:
    Converted all my javascript arrays in the navmesh generation to lists, and the generation time is at ~0.42(s)! That's a 43% performance boost! Note to self: never, EVER use javascript arrays!
     
    Last edited: Nov 3, 2013
  15. squared55

    squared55

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    We're looking for an environmental artist to help us out with the campaign. More details here:
     
    Last edited: Feb 24, 2017
  16. Seth-McCumber

    Seth-McCumber

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    Beautiful, truly beautiful looking game!
     
  17. squared55

    squared55

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    Thanks. :)
     
  18. squared55

    squared55

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    I've completely overhauled the path finding system. It was tricky, and there's still some problems (the heuristics aren't perfect yet, resulting in longer paths at times), but it has resulted in the elimination of the 1-4ms "spikes" whenever there was a pathfinding call. Now, I can't even tell when or even IF there was a pathfinding call by looking at the profiler.

    $Pathfinding.png
     
  19. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Looking good! I was wondering what you were doing in your "absence"...
     
  20. squared55

    squared55

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    Thanks. :)

    More info on the AI here : http://forum.unity3d.com/threads/209205-Planned-Asset-Store-Pack-First-Person-Shooter-AI-Kit (I rewrote the pathfinding algorithm again.) I also found a key advantage of my pathfinding over Unity's built-in system.

    I'll keep the minor AI updates in there (with the exception of big stuff, like actually implementing it into the game), and the other stuff in here.

    I've also changed the effect when the player is hit. It's not much, but it's better than just flashing the screen red.
     
    Last edited: Feb 28, 2017
  21. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Looking much better! Definitely going to make it easier to play!
     
  22. primus88

    primus88

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    I like your style squared55.
    You keep on going, alone, no matter the difficulties. This is something to applaud since I know how hard is to motivate yourself to carry on alone, with no one to encourage you or to give you close feedback.

    Did you work alone on the programming and art? Or you contracted certain parts?
     
  23. squared55

    squared55

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    I like this post. :)

    I did the programming, but I bought most of the environmental assets, had someone else create the characters and animate the weapons, and have a composer currently creating the create the soundtrack, some of which can be heard in the background of the video updates. I took all those assets and put them together with nice lighting.
     
  24. chr15

    chr15

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    Very impressive feels responsive and exciting like any great fps should
     
  25. squared55

    squared55

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    Thank you. :)
     
  26. squared55

    squared55

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    I've taken a break from the AI to work on level design:
     

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    Last edited: Feb 28, 2017
  27. taichiu727magnus

    taichiu727magnus

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    very nice :) graphic is definetely getting better and better
     
  28. squared55

    squared55

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    Thanks. :)

    Here's some updated pictures:
     
    Last edited: Feb 28, 2017
  29. KubeX

    KubeX

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    Looking really nice. Eventually, you may want varied "tile sets". This is if your game will take place in different areas and buildings.
     
  30. squared55

    squared55

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    Thanks. :)

    Video Update #24!
     
  31. squared55

    squared55

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    More level design!
     

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    Last edited: Feb 28, 2017
  32. PolyMad

    PolyMad

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    What should mean the title, PARAGON EVOLVED?
     
  33. squared55

    squared55

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    <Game name has been changed>
     
    Last edited: Feb 24, 2017
  34. PolyMad

    PolyMad

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    Mhhhhh just want to be constructive and my opinion is that the title you chosen is not very attractive.

    I don't know if you are english native language, I am not.
    But for what I know, the word paragon is mostly used when you compare something to something else.
    To my ears, the title doesn't make much sense.

    You probably would find PARADIGM more fit for your meaning.
    Based on this you could name the game PARADIGM EVO or something similar.

    I don't want to change your title, just trying to help.
    I was thinking to this since the first time I opened this thread, post 1, and only now exposing it to you.
     
  35. squared55

    squared55

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    That's kind of the point. :)
    Again, it will make more sense once you play through the story.

    It's worth noting that the game was originally called Paragon, but I added Evolved on the end as there were a number of games already called Paragon.

    Still, a name is just a name, and it would do more harm than good to change it now, even if I wanted to.
     
  36. TravisTGMM

    TravisTGMM

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    Just wanted to say, I'm absolutely digging the 80's style neon lazers!
     
  37. cscotttaakan

    cscotttaakan

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    Honestly, if you did a cool multi-player with good replay ability, I would buy it. That's why games like counter-strike are so fun. You unlock items based on your skill.
     
  38. squared55

    squared55

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    Thanks. :)

    Let's get the SP done first before considering multiplayer. :)

    Anyways, I updated the invisibility shader. It looks way better in motion, but here's a pic anyways:
     

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    Last edited: Feb 28, 2017
  39. Euphoric

    Euphoric

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    Hello, I just played the second alpha demo. It was good and I'm definitely seeing potential. I would say my biggest issue with it was the walking. It felt like I was sliding instead of walking but other then that keep up the great work. I'm interested to see where this project may go.
     
    Last edited: Dec 11, 2013
  40. DaveyD

    DaveyD

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    Wow!! I REALLY like the scenario!! Good Work!!
     
  41. FBTH

    FBTH

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    Woah!!!!!!!!!!!!!!!!!! You've come very far man! Respect! :D
     
  42. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Looking AWESOME! The invisibility shader is really cool... Might I ask, where you acquired it? Or did you write it yourself? Also, is there any chance you might release it?
     
  43. Myhijim

    Myhijim

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    Geeze!

    Last time I looked at this thread, I was making suggestions to revamp the models, and wow.

    This just looks fantastic on an AAA grade, first thing I thought of when I watched the new video : Halo (not in a bad you copied way).

    Keep it up
     
  44. squared55

    squared55

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    Wow, thanks guys! :)

    It's just the heat distortion shader from the Detonator Pack (which also powers the game's explosions) : https://www.assetstore.unity3d.com/#/content/1.

    But, it's Pro-only.

    I have improved the gun movement since the last demo. With that said, I definitely agree with you, but I thought the trade off was worth it in order to keep up the pace of the game - I want it to be just as easy to aim while moving as standing still. :)
     
  45. squared55

    squared55

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    <Video not currently available>
     
    Last edited: Feb 23, 2017
  46. KubeX

    KubeX

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    Voted for Greenlight. Good luck with the Greenlight campaign.
     
  47. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    Same to both points!
     
  48. squared55

    squared55

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    Thanks, guys!
     
  49. Axtel_Sturnclaw

    Axtel_Sturnclaw

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    You are most welcome!
     
  50. squared55

    squared55

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    Excuse me sir! I think you have something on your shield!

    Here, let me take it off.
     

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    Last edited: Feb 28, 2017